- Armor Class: 15
- Hit Points: 90 (12d10 + 24)
- Speed: 0 ft., fly 90 ft. (hover)
-
Damage Resistances: Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities: Poison
- Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained,
- Unconscious
- Senses: Darkvision 60 ft., Passive Perception 10
- Languages: Auran
- Challenge: 5 (1,800 XP)
- Proficiency Bonus: +3
Actions
- Multiattack: The elemental makes two slam attacks.
- Slam:Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 20 (+5) | 14 (+2) | 6 (-2) | 10 (+0) | 6 (-2) |
Attributes
AC | 15 |
Alignment | Neutral |
CHA | 6 |
CON | 14 |
Challenge Rating | 5 |
Condition Immunities | Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious. |
DEX | 20 |
HP | 90 (12d10+24) |
INT | 6 |
Immunities | Poison |
Languages | Auran |
Passive Perception | 10 |
Resistances | Lightning; Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks |
Roll 0 | Slam 1d20 + 8 2d8+5 |
STR | 14 |
Senses | Darkvision 60 Ft. |
Size | Large |
Speed | Fly 90 ft. (hover) |
Type | elemental |
WIS | 10 |
FAQ’s
Q1.How do an air elemental’s aspects work in combat?
- You can speak alternatively you are able, via quick utterances and gestures, as you take your turn. A sure creature has to comply with your directions to the first-class of its ability. You may command the creature to accompany you on an adventure, shield a location, or supply a message.
Q2.Can creatures with Air-form/Water-from/Fire-form/Amorphous squeeze into areas smaller than 1 inch?
- That would be a suitable residence rule, however, it is no longer a legitimate rule. A creature can squeeze through a house that is massive sufficient for a creature one dimension smaller than it.
Q3.Does an air elemental’s whirlwind throw creatures horizontally, or vertically as well?
- Each creature in the elemental’s house needs to make a DC thirteen Strength saving throw. On a failure, a goal takes 15 (3d8 + 2) bludgeoning harm and is flung up 20 toes away from the elemental in a random route and knocked prone.
Q4.Grappling an Air/Water/Fire Elemental?
- Swarms are in no way staggered or decreased to a demise kingdom through damage. Also, they can’t be tripped, grappled, or bull rushed, and they can’t grapple an opponent.
Q5.Air Elemental’s Whirlwind is specific for?
- The extraordinary assault whirlwind is a supernatural potential and, as a supernatural potential with an unspoken activation time, it takes a general motion to activate.
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